Space Engineers

Space Engineers

(Obsolete! See mod description for the new mods.) Gen's Materials and Components
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Update: 17 Mar, 2016 @ 5:22am

Attempting to re-balance Hydrogen. Currently the amount of Hydrogen is 10x realistic, but is still very ice/ore intensive to fill tanks. Its a work in progress.

Still working on why Ingots have black/no textures.Something is weird in mod file pathing again.

Update: 16 Feb, 2016 @ 10:44pm

Lots of small tweaks to components. Most importantly, removed Platinum requirement from solar cells for planetary starts.

Update: 3 Jan, 2016 @ 4:42pm

I finally managed to get the file size small enough to upload.
All of the DX9 textures have been removed.
I also replaced the texture for Nickel to remove the seam lines.

Update: 29 Nov, 2015 @ 3:26pm

Removed Planet Generator Definitions until planet modability is better supported...
Changed stone to yeild trace materials of some rarer elements needed for a minimal start.
Changed a few Component requirements to use Silver and Aluminum.

Update: 14 Nov, 2015 @ 4:45pm

Ore/Ingot Changes:
Stone refines into mostly gravel with a little silicon and Iron and even less trace materials.
Planetary materials Grass, Sand, etc. Also refine into other compound Ingot types rather than stone in vanilla.
Different planetary materials have different yeilds.
The same materials on other planets refine into a different mix of ingots.

KNOWN ISSUES:
Planets do not generate modded resoources(Copper, Titanium,etc.) This probably won't happen until the planet building guide is released. As far as I can tell it's just not enabled for modding yet. :(
A workaround is to add materials in Creative with Voxel Hands, or start with a small amount of modded unrefined ores.

Update: 29 Oct, 2015 @ 7:02pm

Updated Definitions to be compatable as of patch 01.106

Update: 24 Oct, 2015 @ 9:34am

Reduced DX9 textures back to 1024x1024
Updated Definitions to be compatable as of patch 01.105

Update: 14 Sep, 2015 @ 10:51pm

Update: 14 Aug, 2015 @ 5:04am

Update: 30 May, 2015 @ 10:21am

DX11 update